Simple tutorial about trajectory prediction in godot by simulating the physics ourselves.
Here we also talk about the challenges about predicting bounces as well as do some simple bounce prediction.
Tried using a new equalizer for the voice. A more natural one.
If someone reads this, please leave a comment so say what you think about it, or if you prever how it was previously.
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Source code
/ octodemy
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CHAPTERS:
0:00 Intro
0:18 The Cannon
0:56 The Aiming
5:41 Shooting Cannonballs
6:59 Bounces
8:30 Improving bounce prediction
10:25 End
#godotengine #godot4
Edit:
Ops, bad typo in the thumbnail, hope nobody saw it.
Also, I found out body_test_motion exists.
It seems similar to shapecast but more straightforward.
Edit End
----personal notes
Trying a new more natural EQ for voice audio.
Previously I used a very bass-y EQ because my desktop audio has something like that always on so I got used to it.
Had a death in the family so I didn't fell like making videos for a while.
This video was 80% done for about 3 weeks already.
The bounce prediction in here is very NOT ideal.
But godot doesn't have the ability to manually simulate another physics sim like Unity. So for now, we need to calculate it manually in code.
Watch video Trajectory prediction in Godot 4 online without registration, duration hours minute second in high quality. This video was added by user Octodemy 15 March 2024, don't forget to share it with your friends and acquaintances, it has been viewed on our site 2,899 once and liked it 128 people.